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5th Edition - A Zib For Your Thoughts
5th Edition - A Zib For Your Thoughts
One person’s trash is sometimes another’s treasure. In this case, it’s also an opportunity for you to go
on an excursion across the Tenth District, tracking down a client’s very specific request… in thoughts.
CLINT CEARLEY
A Zib for Your Thoughts
his adventure debuts as a part of the Stat blocks for all the monsters and NPCs from
second Ravnica Weekend, a celebration Guildmaster’s Guide to Ravnica are provided for your
of all things Ravnica. convenience.
The adventure takes place a few weeks af- When a creature’s name appears in bold type, that’s a
ter the events depicted in Krenko’s Way, an adventure visual cue pointing you to the creature’s stat block in the
featured at the first Ravnica Weekend and available as Monster Manual or the stat block is in the appendix.
the introductory adventure in Guildmaster’s Guide to Spells and nonmagical equipment mentioned in the
Ravnica. Prior knowledge of that adventure is not neces- adventure are described in the Player’s Handbook.
sary to enjoy A Zib for Your Thoughts. Magic items are described in the Dungeon Master’s
Guide, unless the adventure’s text directs you to an item
Story Overview description in Guildmaster’s Guide to Ravnica.
Vezska, a member of the Golgari Swarm, came upon
a discarded magic item on her travels throughout the Text that appears in a box like this is meant to be read
Undercity of the Tenth District. She surreptitiously had aloud or paraphrased for the players when their charac-
the item identified as a vial of thought capture, an item
ters first arrive at a location or under a specific circum-
allows the user to encode and store thought strands. As
stance, as described in the text.
a findbroker, Vezska takes discarded items and resells
them to surface dwellers. Once she determined what
she had, Vezska put out to her network that she was
in possession of the item and got a prospective client Adventure Summary
within hours.
The client promised a handsome sum of zinos (gold The adventure begins with the characters in a sewer
pieces) to Vezska but had a catch – the vial had to be tunnel below the streets where they’ve arranged a
delivered to them with three specific thoughts already meeting with Vezska, a Golgari findbroker. She came
captured. Vezska accepted the deal, got the informa- into possession of a vial of thought capture, a magic
tion from the client on the individuals and thoughts item that allows the user to capture a few thoughts and
that needed capturing, and contacted the adventur- store them for later access. A client approached her
ers for help. and wanted to purchase not only the vial, but specific
The vial belongs to a powerful operative of House Di- thoughts to be placed in it. Vezska decided that it was
mir, the guild of secrets and spies. Its absence from its best to outsource this sort of work and contacted the
owner’s possession will not go undetected for too long… adventurers.
Vezska presents an errand list to the adventurers,
Running the Adventure which includes names of three individuals and the spe-
cific thoughts that they need to store within the vial.
A Zib for Your Thoughts is a short Dungeons & Drag- Once all three thoughts are captured within the vial, the
ons roleplaying game adventure for a party of four to six adventurers can return to Vezska to collect their reward.
2nd-level adventurers, playable in about two hours. It is She will deliver the “filled” vial to her client.
set in the Tenth District of Ravnica and can serve as an The adventurers must visit three individuals and find
introductory adventure to the setting. A balance of char- a way to get the thoughts out of each one. Each individ-
acter classes is helpful, since the adventurers will face a ual has reasons for holding back their information, so
variety of challenges. Adventurers can be affiliated with the party must find a way to obtain the specific thoughts
any of the guilds. – through deception, negotiation, or coercion. Once they
Pregenerated characters are available with this ad- have all three thoughts, they can return to Vezska and
venture if players don’t have the time or desire to create collect their reward.
their own adventurers. If players have adventurers that It’s not just that easy, though. The vial of thought cap-
they’ve used for Krenko’s Way, they may level them up to ture is a prized item among House Dimir, a guild that
2nd level and play them for this adventure. trades in knowledge and secrets. The magic item has a
If you would like to run this adventure as the Dungeon built-in silent alarm system to notify the owner if some-
Master, we recommend you read the entire adventure one uses it. After it is first activated while in possession
before attempting to run it. If you’d prefer to play, you of the characters, the Dimir operative that owns the
shouldn’t read any further. The adventure assumes you item is notified pending retrieval specialists to reacquire
have the fifth edition Player’s Handbook, Dungeon Mas- the vial from the party by whatever means necessary.
ter’s Guide, and Monster Manual. If you have Guildmas-
ter’s Guide to Ravnica, it is helpful but not required.
Simic. A Simic hybrid – an elf with greenish-blue • Frequent the same social spaces (taverns, arenas, etc.)
scales and nictitating membranes on their eyes. • Live or lived in the same neighborhood
completion of the task and return of the “filled” vial to the duration of the cantrip.
́
her by no later than mid-day tomorrow. They can ren- The vial has 3 charges and can store up to 3 thought
dezvous at this location again. If a character attempts to strands. It regains all its charges daily at dusk.
staircase, the air pounding with the sound of rushing acters to initiate conversation before yelling “ARE YOU
water. The waterwheels that power much of the city must READY? LET’S BEGIN!” He then throws a switch near
be near. the apparatus and the conduction coils crackle with
electricity.
ten nodes that connect to a large eight-foot tall cylindri- turn, the phase beam attacks on initiative 10 as well
cal steel emitter rigged on a swivel. as initiative 20.
Rubblebelt Encampment
Herringbone is an impeccably dressed elf with a fine suit,
Herringbone has spent the last couple of days here
after completing a transaction with the warband’s gilded rapier, and a feathered cap smiles wide at you as
leader. Most of the rest of the warband is out raiding, you walk up. You catch the glint of a couple of gold teeth
but Herringbone stayed around to keep the few squat- in his mouth.
ters company.
Actions
Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2)
piercing damage if used with two hands.
Horncaller
Medium humanoid (any race), lawful good
STR DEX CON INT WIS CHA Armor Class 18 (natural armor)
13 (+1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 13 (+1) Hit Points 27 (5d8 + 5)
Speed 30 ft., climb 30 ft.
Skills Animal Handling +4, Nature +2, Perception +4
Senses passive Perception 14 STR DEX CON INT WIS CHA
Languages Common plus any one language 15 (+2) 12 (+1) 13 (+1) 10 (+0) 11 (+1) 8 (−1)
Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 11
Innate Spellcasting. The horncaller’s innate spellcasting abil- Languages Kraul, understands Common but can’t speak it
ity is Wisdom (spell save DC 14). The horncaller can innately Challenge 1/2 (100 XP)
cast the following spells, requiring no material components:
Hive Mind. The kraul is immune to the charmed and
1/day each: bless, conjure animals
frightened conditions while within 30 feet of at least one
Speak with Beasts. The horncaller can communicate with other kraul.
beasts as if they shared a language.
Pack Tactics. The kraul has advantage on an attack roll
Actions against a creature if at least one of the kraul’s allies is within
5 feet of the creature and the ally isn’t incapacitated.
Multiattack. The horncaller makes two melee attacks with
its staff and uses One with the Worldsoul. Spider Climb. The kraul can climb difficult surfaces, includ-
ing upside down on ceilings, without needing to make an
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. ability check.
Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning
damage if used with two hands. Actions
One with the Worldsoul. The horncaller chooses one beast Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
MATHIAS KOLLIROS
it can see within 30 feet of it. If the beast can hear the horn- or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing dam-
caller, the beast uses its reaction to make one melee attack age, or 6 (1d8 + 2) piercing damage if used with two hands
against a target that the horncaller can see. to make a melee attack.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 8 (−1) 11 (+0) 14 (+2) 10 (+0) 16 (+3) 13 (+1) 14 (+2)
Skills Athletics +2, Perception +4, Stealth +4 Skills Deception +6, Insight +3, Investigation +5, Perception
Senses passive Perception 14 +3, Sleight of Hand +4, Stealth +4
Languages any one language (usually Common) Senses darkvision 30 ft., passive Perception 13
Challenge 1/2 (100 XP) Languages Common plus any one language
Challenge 1 (200 XP)
Ambusher. In the first round of a combat, the stalker has ad-
vantage on attack rolls against any creature that hasn’t taken Cunning Action. On each of its turns, the thought spy
a turn yet. can use a bonus action to take the Dash, Disengage, or
Hide action.
Nimble Escape. The stalker can take the Disengage or Hide
action as a bonus action on each of its turns. Innate Spellcasting (Psionics). The thought spy’s innate
spellcasting ability is Intelligence (spell save DC 13). The
Ruin Dweller. The stalker has advantage on Dexterity thought spy can innately cast the following spells, requiring
(Stealth) checks made to hide in ruins, and its speed is not no components:
reduced in difficult terrain composed of rubble.
At will: charm person, disguise self, encode thoughts (see
Siege Monster. The stalker deals double damage to objects chapter 2)
and structures. 1/day each: blur, detect thoughts, gaseous form
Actions Actions
Multiattack. The stalker makes three attacks with its Multiattack. The thought spy makes two melee attacks, or it
shortsword. makes three ranged attacks with its daggers.
Shortsword. Melee Attack: +4 to hit, reach 5 ft., one target. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
Hit: 5 (1d6 + 2) piercing damage. 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) pierc-
ing damage.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
get. Hit: 6 (1d8 + 2) piercing damage.
JEDD CHEVRIER
Credits
Adventure Writer: Chris Tulach Ravnica World Design: Doug Beyer, Sam Burley, Jeremy Cranford,
Kelly Digges, Brady Dommermuth, Jenna Helland, Cory H.
Editor: Bill Benham Herndon, Jeremy Jarvis, Kimberly Kreines, Chris L’etoile, Adam
Lee, Ari Levitch, Alison Lührs, Shawn Main, Dawn Murin, Richard
Art Direction: Emi Tanji Whitters, Mark Winters, James Wyatt
Graphic Designer: Trish Yochum
Additional Art Direction: Jeremy Jarvis, Dawn Murin, Shauna Producer: Bill Benham, Dan Tovar
Narciso, Cynthia Sheppard Imaging Technician: Kevin Yee
Cartography: Dyson Logos Other D&D Team Members: Bart Carroll, Jeremy Crawford, David
Interior Illustrators: Clint Cearley, Milivoj Ćeran, Jedd Chevrier, Gershman, Pelham Greene, Kate Irwin, Adam Lee, Ari Levitch,
Chippy, Bastien L. Deharme, Mathias Kollros, Adam Paquette, Christopher Lindsay, Mike Mearls, Shelly Mazzanoble, Shauna
Grzegorz Rutkowski, Bram Sels, Dan Scott, Magali Villeneuve Narciso, Christopher Perkins, Ben Petrisor, Hilary Ross, Liz Schuh,
MAGALI VILLENEUVE
Nathan Stewart, Greg Tito, Anna Vo, Kate Welch, Richard Whitters,
Shawn Wood
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